/*************************************************************************/ /* material.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "material.h" #include "scene/scene_string_names.h" void Material::set_next_pass(const Ref &p_pass) { if (next_pass == p_pass) return; next_pass = p_pass; RID next_pass_rid; if (next_pass.is_valid()) next_pass_rid = next_pass->get_rid(); VS::get_singleton()->material_set_next_pass(material, next_pass_rid); } Ref Material::get_next_pass() const { return next_pass; } RID Material::get_rid() const { return material; } void Material::_bind_methods() { ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass:Material"), &Material::set_next_pass); ClassDB::bind_method(D_METHOD("get_next_pass:Material"), &Material::get_next_pass); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass"); } Material::Material() { material = VisualServer::get_singleton()->material_create(); } Material::~Material() { VisualServer::get_singleton()->free(material); } /////////////////////////////////// bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) { if (p_name == SceneStringNames::get_singleton()->shader) { set_shader(p_value); return true; } else { if (shader.is_valid()) { StringName pr = shader->remap_param(p_name); if (!pr) { String n = p_name; if (n.find("param/") == 0) { //backwards compatibility pr = n.substr(6, n.length()); } } if (pr) { VisualServer::get_singleton()->material_set_param(_get_material(), pr, p_value); return true; } } } return false; } bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const { if (p_name == SceneStringNames::get_singleton()->shader) { r_ret = get_shader(); return true; } else { if (shader.is_valid()) { StringName pr = shader->remap_param(p_name); if (pr) { r_ret = VisualServer::get_singleton()->material_get_param(_get_material(), pr); return true; } } } return false; } void ShaderMaterial::_get_property_list(List *p_list) const { p_list->push_back(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader,ShaderGraph")); if (!shader.is_null()) { shader->get_param_list(p_list); } } void ShaderMaterial::set_shader(const Ref &p_shader) { shader = p_shader; RID rid; if (shader.is_valid()) rid = shader->get_rid(); VS::get_singleton()->material_set_shader(_get_material(), rid); _change_notify(); //properties for shader exposed emit_changed(); } Ref ShaderMaterial::get_shader() const { return shader; } void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) { VS::get_singleton()->material_set_param(_get_material(), p_param, p_value); } Variant ShaderMaterial::get_shader_param(const StringName &p_param) const { return VS::get_singleton()->material_get_param(_get_material(), p_param); } void ShaderMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shader", "shader:Shader"), &ShaderMaterial::set_shader); ClassDB::bind_method(D_METHOD("get_shader:Shader"), &ShaderMaterial::get_shader); ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param); ClassDB::bind_method(D_METHOD("get_shader_param:Variant", "param"), &ShaderMaterial::get_shader_param); } void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List *r_options) const { String f = p_function.operator String(); if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) { if (shader.is_valid()) { List pl; shader->get_param_list(&pl); for (List::Element *E = pl.front(); E; E = E->next()) { r_options->push_back("\"" + E->get().name.replace_first("shader_param/", "") + "\""); } } } Resource::get_argument_options(p_function, p_idx, r_options); } ShaderMaterial::ShaderMaterial() { } ShaderMaterial::~ShaderMaterial() { } ///////////////////////////////// Mutex *SpatialMaterial::material_mutex = NULL; SelfList::List SpatialMaterial::dirty_materials; Map SpatialMaterial::shader_map; SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL; void SpatialMaterial::init_shaders() { #ifndef NO_THREADS material_mutex = Mutex::create(); #endif shader_names = memnew(ShaderNames); shader_names->albedo = "albedo"; shader_names->specular = "specular"; shader_names->roughness = "roughness"; shader_names->metallic = "metallic"; shader_names->emission = "emission"; shader_names->emission_energy = "emission_energy"; shader_names->normal_scale = "normal_scale"; shader_names->rim = "rim"; shader_names->rim_tint = "rim_tint"; shader_names->clearcoat = "clearcoat"; shader_names->clearcoat_gloss = "clearcoat_gloss"; shader_names->anisotropy = "anisotropy_ratio"; shader_names->depth_scale = "depth_scale"; shader_names->subsurface_scattering_strength = "subsurface_scattering_strength"; shader_names->refraction = "refraction"; shader_names->point_size = "point_size"; shader_names->uv1_scale = "uv1_scale"; shader_names->uv1_offset = "uv1_offset"; shader_names->uv2_scale = "uv2_scale"; shader_names->uv2_offset = "uv2_offset"; shader_names->uv1_blend_sharpness = "uv1_blend_sharpness"; shader_names->uv2_blend_sharpness = "uv2_blend_sharpness"; shader_names->particle_h_frames = "particle_h_frames"; shader_names->particle_v_frames = "particle_v_frames"; shader_names->particles_anim_loop = "particles_anim_loop"; shader_names->depth_min_layers = "depth_min_layers"; shader_names->depth_max_layers = "depth_max_layers"; shader_names->grow = "grow"; shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo"; shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic"; shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness"; shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission"; shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal"; shader_names->texture_names[TEXTURE_RIM] = "texture_rim"; shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat"; shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap"; shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion"; shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth"; shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering"; shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction"; shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask"; shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo"; shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal"; } void SpatialMaterial::finish_shaders() { #ifndef NO_THREADS memdelete(material_mutex); #endif memdelete(shader_names); } void SpatialMaterial::_update_shader() { dirty_materials.remove(&element); MaterialKey mk = _compute_key(); if (mk.key == current_key.key) return; //no update required in the end if (shader_map.has(current_key)) { shader_map[current_key].users--; if (shader_map[current_key].users == 0) { //deallocate shader, as it's no longer in use VS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } } current_key = mk; if (shader_map.has(mk)) { VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader); shader_map[mk].users++; return; } //must create a shader! String code = "shader_type spatial;\nrender_mode "; switch (blend_mode) { case BLEND_MODE_MIX: code += "blend_mix"; break; case BLEND_MODE_ADD: code += "blend_add"; break; case BLEND_MODE_SUB: code += "blend_sub"; break; case BLEND_MODE_MUL: code += "blend_mul"; break; } DepthDrawMode ddm = depth_draw_mode; if (features[FEATURE_REFRACTION]) { ddm = DEPTH_DRAW_ALWAYS; } switch (ddm) { case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break; case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break; case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break; case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code += ",depth_draw_alpha_prepass"; break; } switch (cull_mode) { case CULL_BACK: code += ",cull_back"; break; case CULL_FRONT: code += ",cull_front"; break; case CULL_DISABLED: code += ",cull_disabled"; break; } switch (diffuse_mode) { case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break; case DIFFUSE_HALF_LAMBERT: code += ",diffuse_half_lambert"; break; case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break; case DIFFUSE_BURLEY: code += ",diffuse_burley"; break; case DIFFUSE_TOON: code += ",diffuse_toon"; break; } switch (specular_mode) { case SPECULAR_SCHLICK_GGX: code += ",specular_schlick_ggx"; break; case SPECULAR_BLINN: code += ",specular_blinn"; break; case SPECULAR_PHONG: code += ",specular_phong"; break; case SPECULAR_TOON: code += ",specular_toon"; break; case SPECULAR_DISABLED: code += ",specular_disabled"; break; } if (flags[FLAG_UNSHADED]) { code += ",unshaded"; } if (flags[FLAG_ONTOP]) { code += ",ontop"; } if (flags[FLAG_USE_VERTEX_LIGHTING]) { code += ",vertex_lighting"; } if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { code += ",world_vertex_coords"; } code += ";\n"; code += "uniform vec4 albedo : hint_color;\n"; code += "uniform sampler2D texture_albedo : hint_albedo;\n"; code += "uniform float specular;\n"; code += "uniform float metallic;\n"; if (grow_enabled) { code += "uniform float grow;\n"; } code += "uniform float roughness : hint_range(0,1);\n"; code += "uniform float point_size : hint_range(0,128);\n"; code += "uniform sampler2D texture_metallic : hint_white;\n"; code += "uniform sampler2D texture_roughness : hint_white;\n"; if (billboard_mode == BILLBOARD_PARTICLES) { code += "uniform int particles_anim_h_frames;\n"; code += "uniform int particles_anim_v_frames;\n"; code += "uniform bool particles_anim_loop;\n"; } if (features[FEATURE_EMISSION]) { code += "uniform sampler2D texture_emission : hint_black_albedo;\n"; code += "uniform vec4 emission : hint_color;\n"; code += "uniform float emission_energy;\n"; } if (features[FEATURE_REFRACTION]) { code += "uniform sampler2D texture_refraction;\n"; code += "uniform float refraction : hint_range(-16,16);\n"; } if (features[FEATURE_NORMAL_MAPPING]) { code += "uniform sampler2D texture_normal : hint_normal;\n"; code += "uniform float normal_scale : hint_range(-16,16);\n"; } if (features[FEATURE_RIM]) { code += "uniform float rim : hint_range(0,1);\n"; code += "uniform float rim_tint : hint_range(0,1);\n"; code += "uniform sampler2D texture_rim : hint_white;\n"; } if (features[FEATURE_CLEARCOAT]) { code += "uniform float clearcoat : hint_range(0,1);\n"; code += "uniform float clearcoat_gloss : hint_range(0,1);\n"; code += "uniform sampler2D texture_clearcoat : hint_white;\n"; } if (features[FEATURE_ANISOTROPY]) { code += "uniform float anisotropy_ratio : hint_range(0,256);\n"; code += "uniform sampler2D texture_flowmap : hint_aniso;\n"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n"; } if (features[FEATURE_DETAIL]) { code += "uniform sampler2D texture_detail_albedo : hint_albedo;\n"; code += "uniform sampler2D texture_detail_normal : hint_normal;\n"; code += "uniform sampler2D texture_detail_mask : hint_white;\n"; } if (features[FEATURE_SUBSURACE_SCATTERING]) { code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n"; code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n"; } if (features[FEATURE_DEPTH_MAPPING]) { code += "uniform sampler2D texture_depth : hint_black;\n"; code += "uniform float depth_scale;\n"; code += "uniform int depth_min_layers;\n"; code += "uniform int depth_max_layers;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "varying vec3 uv1_world_pos;\n"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += "varying vec3 uv2_world_pos;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "uniform float uv1_blend_sharpness;\n"; code += "varying vec3 uv1_power_normal;\n"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += "uniform float uv2_blend_sharpness;\n"; code += "varying vec3 uv2_power_normal;\n"; } code += "uniform vec3 uv1_scale;\n"; code += "uniform vec3 uv1_offset;\n"; code += "uniform vec3 uv2_scale;\n"; code += "uniform vec3 uv2_offset;\n"; code += "\n\n"; code += "void vertex() {\n"; if (flags[FLAG_SRGB_VERTEX_COLOR]) { code += "\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n"; } if (flags[FLAG_USE_POINT_SIZE]) { code += "\tPOINT_SIZE=point_size;\n"; } if (flags[FLAG_USE_VERTEX_LIGHTING]) { code += "\tROUGHNESS=roughness;\n"; } if (!flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n"; } switch (billboard_mode) { case BILLBOARD_DISABLED: { } break; case BILLBOARD_ENABLED: { code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; } break; case BILLBOARD_FIXED_Y: { code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);\n"; } break; case BILLBOARD_PARTICLES: { //make billboard code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n"; //rotate by rotation code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x),0.0,0.0), vec4(sin(INSTANCE_CUSTOM.x),cos(INSTANCE_CUSTOM.x),0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));\n"; //set modelview code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n"; //handle animation code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n"; code += "\tint particle_frame = int(INSTANCE_CUSTOM.y * float(particle_total_frames));\n"; code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n"; //code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n"; //code += "\tUV+= UV * vec2(float(particle_frame % particles_anim_h_frames),float(particle_frame / particles_anim_v_frames));\n"; //handle rotation // code += "\tmat4 rotation = mat4(" } break; } if (flags[FLAG_FIXED_SIZE]) { code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n"; //orthogonal matrix, try to do about the same //with viewport size code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n"; code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n"; code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n"; code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n"; code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n"; code += "\t} else {\n"; //just scale by depth code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n"; code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n"; code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n"; code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n"; code += "\t}\n"; } if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) { code += "\tUV2=UV2*uv2_scale+uv2_offset;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { //generate tangent and binormal in world space code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n"; code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n"; code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n"; code += "\tTANGENT = normalize(TANGENT);\n"; code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n"; code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n"; code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n"; code += "\tBINORMAL = normalize(BINORMAL);\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n"; code += "\tuv1_world_pos = VERTEX * uv1_scale + uv1_offset;\n"; code += "\tuv1_world_pos *= vec3(1.0,-1.0, 1.0);\n"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n"; code += "\tuv2_world_pos = VERTEX * uv2_scale + uv2_offset;\n"; code += "\tuv2_world_pos *= vec3(1.0,-1.0, 1.0);\n"; } if (grow_enabled) { code += "\tVERTEX+=NORMAL*grow;\n"; } code += "}\n"; code += "\n\n"; if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_world_pos) {\n"; code += "\tvec4 samp=vec4(0.0);\n"; code += "\tsamp+= texture(p_sampler,p_world_pos.xy) * p_weights.z;\n"; code += "\tsamp+= texture(p_sampler,p_world_pos.xz) * p_weights.y;\n"; code += "\tsamp+= texture(p_sampler,p_world_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n"; code += "\treturn samp;\n"; code += "}\n"; } code += "\n\n"; code += "void fragment() {\n"; if (!flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tvec2 base_uv = UV;\n"; } if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2])) { code += "\tvec2 base_uv2 = UV2;\n"; } if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar code += "\t{\n"; code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,-BINORMAL,NORMAL));\n"; //binormal is negative due to mikktpsace if (deep_parallax) { code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n"; code += "\t\tfloat layer_depth = 1.0 / num_layers;\n"; code += "\t\tfloat current_layer_depth = 0.0;\n"; code += "\t\tvec2 P = view_dir.xy * depth_scale;\n"; code += "\t\tvec2 delta = P / num_layers;\n"; code += "\t\tvec2 ofs = base_uv;\n"; code += "\t\tfloat depth = texture(texture_depth, ofs).r;\n"; code += "\t\tfloat current_depth = 0.0;\n"; code += "\t\twhile(current_depth < depth) {\n"; code += "\t\t\tofs -= delta;\n"; code += "\t\t\tdepth = texture(texture_depth, ofs).r;\n"; code += "\t\t\tcurrent_depth += layer_depth;\n"; code += "\t\t}\n"; code += "\t\tvec2 prev_ofs = ofs + delta;\n"; code += "\t\tfloat after_depth = depth - current_depth;\n"; code += "\t\tfloat before_depth = texture(texture_depth, prev_ofs).r - current_depth + layer_depth;\n"; code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n"; code += "\t\tofs = mix(ofs,prev_ofs,weight);\n"; } else { code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n"; code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n"; } code += "\t\tbase_uv=ofs;\n"; if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) { code += "\t\tbase_uv2-=ofs;\n"; } code += "\t}\n"; } if (flags[FLAG_USE_POINT_SIZE]) { code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n"; } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_world_pos);\n"; } else { code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n"; } } if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) { code += "\talbedo_tex *= COLOR;\n"; } code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tfloat metallic_tex = triplanar_texture(texture_metallic,uv1_power_normal,uv1_world_pos).r;\n"; } else { code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n"; } code += "\tMETALLIC = metallic_tex * metallic;\n"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tfloat roughness_tex = triplanar_texture(texture_roughness,uv1_power_normal,uv1_world_pos).r;\n"; } else { code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n"; } code += "\tROUGHNESS = roughness_tex * roughness;\n"; code += "\tSPECULAR = specular;\n"; if (features[FEATURE_NORMAL_MAPPING]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_world_pos).rgb;\n"; } else { code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n"; } code += "\tNORMALMAP_DEPTH = normal_scale;\n"; } if (features[FEATURE_EMISSION]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_world_pos).rgb;\n"; } else { code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n"; } code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n"; } if (features[FEATURE_REFRACTION] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //refraction not supported with triplanar if (features[FEATURE_NORMAL_MAPPING]) { code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) ) * SIDE;\n"; } else { code += "\tvec3 ref_normal = NORMAL;\n"; } code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * texture(texture_refraction,base_uv).r * refraction;\n"; code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n"; code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n"; code += "\tALBEDO *= 1.0 - ref_amount;\n"; code += "\tALPHA = 1.0;\n"; } else if (features[FEATURE_TRANSPARENT]) { code += "\tALPHA = albedo.a * albedo_tex.a;\n"; } if (features[FEATURE_RIM]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_world_pos).xy;\n"; } else { code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n"; } code += "\tRIM = rim*rim_tex.x;"; code += "\tRIM_TINT = rim_tint*rim_tex.y;\n"; } if (features[FEATURE_CLEARCOAT]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_world_pos).xy;\n"; } else { code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n"; } code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;"; code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n"; } if (features[FEATURE_ANISOTROPY]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_world_pos).rga;\n"; } else { code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n"; } code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n"; code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { if (flags[FLAG_AO_ON_UV2]) { if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += "\tAO = triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_world_pos).r;\n"; } else { code += "\tAO = texture(texture_ambient_occlusion,base_uv2).r;\n"; } } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tAO = triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_world_pos).r;\n"; } else { code += "\tAO = texture(texture_ambient_occlusion,base_uv).r;\n"; } } } if (features[FEATURE_SUBSURACE_SCATTERING]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_world_pos).r;\n"; } else { code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n"; } code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n"; } if (features[FEATURE_DETAIL]) { bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2); if (triplanar) { String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2"; code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_world_pos);\n"; code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_world_pos);\n"; } else { String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2"; code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n"; code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal);\n"; } else { code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n"; } switch (detail_blend_mode) { case BLEND_MODE_MIX: { code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_ADD: { code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_SUB: { code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_MUL: { code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n"; } break; } code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n"; code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n"; code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n"; } code += "}\n"; ShaderData shader_data; shader_data.shader = VS::get_singleton()->shader_create(); shader_data.users = 1; VS::get_singleton()->shader_set_code(shader_data.shader, code); shader_map[mk] = shader_data; VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader); } void SpatialMaterial::flush_changes() { if (material_mutex) material_mutex->lock(); while (dirty_materials.first()) { dirty_materials.first()->self()->_update_shader(); } if (material_mutex) material_mutex->unlock(); } void SpatialMaterial::_queue_shader_change() { if (material_mutex) material_mutex->lock(); if (!element.in_list()) { dirty_materials.add(&element); } if (material_mutex) material_mutex->unlock(); } bool SpatialMaterial::_is_shader_dirty() const { bool dirty = false; if (material_mutex) material_mutex->lock(); dirty = element.in_list(); if (material_mutex) material_mutex->unlock(); return dirty; } void SpatialMaterial::set_albedo(const Color &p_albedo) { albedo = p_albedo; VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo); } Color SpatialMaterial::get_albedo() const { return albedo; } void SpatialMaterial::set_specular(float p_specular) { specular = p_specular; VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular); } float SpatialMaterial::get_specular() const { return specular; } void SpatialMaterial::set_roughness(float p_roughness) { roughness = p_roughness; VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness); } float SpatialMaterial::get_roughness() const { return roughness; } void SpatialMaterial::set_metallic(float p_metallic) { metallic = p_metallic; VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic); } float SpatialMaterial::get_metallic() const { return metallic; } void SpatialMaterial::set_emission(const Color &p_emission) { emission = p_emission; VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission); } Color SpatialMaterial::get_emission() const { return emission; } void SpatialMaterial::set_emission_energy(float p_emission_energy) { emission_energy = p_emission_energy; VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy); } float SpatialMaterial::get_emission_energy() const { return emission_energy; } void SpatialMaterial::set_normal_scale(float p_normal_scale) { normal_scale = p_normal_scale; VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale); } float SpatialMaterial::get_normal_scale() const { return normal_scale; } void SpatialMaterial::set_rim(float p_rim) { rim = p_rim; VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim); } float SpatialMaterial::get_rim() const { return rim; } void SpatialMaterial::set_rim_tint(float p_rim_tint) { rim_tint = p_rim_tint; VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint); } float SpatialMaterial::get_rim_tint() const { return rim_tint; } void SpatialMaterial::set_clearcoat(float p_clearcoat) { clearcoat = p_clearcoat; VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat); } float SpatialMaterial::get_clearcoat() const { return clearcoat; } void SpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss) { clearcoat_gloss = p_clearcoat_gloss; VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss); } float SpatialMaterial::get_clearcoat_gloss() const { return clearcoat_gloss; } void SpatialMaterial::set_anisotropy(float p_anisotropy) { anisotropy = p_anisotropy; VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy); } float SpatialMaterial::get_anisotropy() const { return anisotropy; } void SpatialMaterial::set_depth_scale(float p_depth_scale) { depth_scale = p_depth_scale; VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale); } float SpatialMaterial::get_depth_scale() const { return depth_scale; } void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) { subsurface_scattering_strength = p_subsurface_scattering_strength; VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength); } float SpatialMaterial::get_subsurface_scattering_strength() const { return subsurface_scattering_strength; } void SpatialMaterial::set_refraction(float p_refraction) { refraction = p_refraction; VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction); } float SpatialMaterial::get_refraction() const { return refraction; } void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) { if (detail_uv == p_detail_uv) return; detail_uv = p_detail_uv; _queue_shader_change(); } SpatialMaterial::DetailUV SpatialMaterial::get_detail_uv() const { return detail_uv; } void SpatialMaterial::set_blend_mode(BlendMode p_mode) { if (blend_mode == p_mode) return; blend_mode = p_mode; _queue_shader_change(); } SpatialMaterial::BlendMode SpatialMaterial::get_blend_mode() const { return blend_mode; } void SpatialMaterial::set_detail_blend_mode(BlendMode p_mode) { detail_blend_mode = p_mode; _queue_shader_change(); } SpatialMaterial::BlendMode SpatialMaterial::get_detail_blend_mode() const { return detail_blend_mode; } void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) { if (depth_draw_mode == p_mode) return; depth_draw_mode = p_mode; _queue_shader_change(); } SpatialMaterial::DepthDrawMode SpatialMaterial::get_depth_draw_mode() const { return depth_draw_mode; } void SpatialMaterial::set_cull_mode(CullMode p_mode) { if (cull_mode == p_mode) return; cull_mode = p_mode; _queue_shader_change(); } SpatialMaterial::CullMode SpatialMaterial::get_cull_mode() const { return cull_mode; } void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) { if (diffuse_mode == p_mode) return; diffuse_mode = p_mode; _queue_shader_change(); } SpatialMaterial::DiffuseMode SpatialMaterial::get_diffuse_mode() const { return diffuse_mode; } void SpatialMaterial::set_specular_mode(SpecularMode p_mode) { if (specular_mode == p_mode) return; specular_mode = p_mode; _queue_shader_change(); } SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const { return specular_mode; } void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) { ERR_FAIL_INDEX(p_flag, FLAG_MAX); if (flags[p_flag] == p_enabled) return; flags[p_flag] = p_enabled; _queue_shader_change(); } bool SpatialMaterial::get_flag(Flags p_flag) const { ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); return flags[p_flag]; } void SpatialMaterial::set_feature(Feature p_feature, bool p_enabled) { ERR_FAIL_INDEX(p_feature, FEATURE_MAX); if (features[p_feature] == p_enabled) return; features[p_feature] = p_enabled; _change_notify(); _queue_shader_change(); } bool SpatialMaterial::get_feature(Feature p_feature) const { ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false); return features[p_feature]; } void SpatialMaterial::set_texture(TextureParam p_param, const Ref &p_texture) { ERR_FAIL_INDEX(p_param, TEXTURE_MAX); textures[p_param] = p_texture; RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID(); VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid); } Ref SpatialMaterial::get_texture(TextureParam p_param) const { ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref()); return textures[p_param]; } void SpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const { if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) { property.usage = 0; } if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) { property.usage = 0; } } void SpatialMaterial::_validate_property(PropertyInfo &property) const { _validate_feature("normal", FEATURE_NORMAL_MAPPING, property); _validate_feature("emission", FEATURE_EMISSION, property); _validate_feature("rim", FEATURE_RIM, property); _validate_feature("clearcoat", FEATURE_CLEARCOAT, property); _validate_feature("anisotropy", FEATURE_ANISOTROPY, property); _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property); _validate_feature("depth", FEATURE_DEPTH_MAPPING, property); _validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property); _validate_feature("refraction", FEATURE_REFRACTION, property); _validate_feature("detail", FEATURE_DETAIL, property); if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) { property.usage = 0; } if (property.name == "params_grow_amount" && !grow_enabled) { property.usage = 0; } } void SpatialMaterial::set_line_width(float p_line_width) { line_width = p_line_width; VS::get_singleton()->material_set_line_width(_get_material(), line_width); } float SpatialMaterial::get_line_width() const { return line_width; } void SpatialMaterial::set_point_size(float p_point_size) { point_size = p_point_size; VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size); } float SpatialMaterial::get_point_size() const { return point_size; } void SpatialMaterial::set_uv1_scale(const Vector3 &p_scale) { uv1_scale = p_scale; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale); } Vector3 SpatialMaterial::get_uv1_scale() const { return uv1_scale; } void SpatialMaterial::set_uv1_offset(const Vector3 &p_offset) { uv1_offset = p_offset; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset); } Vector3 SpatialMaterial::get_uv1_offset() const { return uv1_offset; } void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) { uv1_triplanar_sharpness = p_sharpness; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness); } float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const { return uv1_triplanar_sharpness; } void SpatialMaterial::set_uv2_scale(const Vector3 &p_scale) { uv2_scale = p_scale; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale); } Vector3 SpatialMaterial::get_uv2_scale() const { return uv2_scale; } void SpatialMaterial::set_uv2_offset(const Vector3 &p_offset) { uv2_offset = p_offset; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset); } Vector3 SpatialMaterial::get_uv2_offset() const { return uv2_offset; } void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) { uv2_triplanar_sharpness = p_sharpness; VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness); } float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const { return uv2_triplanar_sharpness; } void SpatialMaterial::set_billboard_mode(BillboardMode p_mode) { billboard_mode = p_mode; _queue_shader_change(); _change_notify(); } SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const { return billboard_mode; } void SpatialMaterial::set_particles_anim_h_frames(int p_frames) { particles_anim_h_frames = p_frames; VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_h_frames, p_frames); } int SpatialMaterial::get_particles_anim_h_frames() const { return particles_anim_h_frames; } void SpatialMaterial::set_particles_anim_v_frames(int p_frames) { particles_anim_v_frames = p_frames; VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_v_frames, p_frames); } int SpatialMaterial::get_particles_anim_v_frames() const { return particles_anim_v_frames; } void SpatialMaterial::set_particles_anim_loop(int p_frames) { particles_anim_loop = p_frames; VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, p_frames); } int SpatialMaterial::get_particles_anim_loop() const { return particles_anim_loop; } void SpatialMaterial::set_depth_deep_parallax(bool p_enable) { deep_parallax = p_enable; _queue_shader_change(); _change_notify(); } bool SpatialMaterial::is_depth_deep_parallax_enabled() const { return deep_parallax; } void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) { deep_parallax_min_layers = p_layer; VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer); } int SpatialMaterial::get_depth_deep_parallax_min_layers() const { return deep_parallax_min_layers; } void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) { deep_parallax_max_layers = p_layer; VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer); } int SpatialMaterial::get_depth_deep_parallax_max_layers() const { return deep_parallax_max_layers; } void SpatialMaterial::set_grow_enabled(bool p_enable) { grow_enabled = p_enable; _queue_shader_change(); _change_notify(); } bool SpatialMaterial::is_grow_enabled() const { return grow_enabled; } void SpatialMaterial::set_grow(float p_grow) { grow = p_grow; VS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow); } float SpatialMaterial::get_grow() const { return grow; } void SpatialMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo); ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo); ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular); ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular); ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic); ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic); ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness); ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness); ClassDB::bind_method(D_METHOD("set_emission", "emission"), &SpatialMaterial::set_emission); ClassDB::bind_method(D_METHOD("get_emission"), &SpatialMaterial::get_emission); ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &SpatialMaterial::set_emission_energy); ClassDB::bind_method(D_METHOD("get_emission_energy"), &SpatialMaterial::get_emission_energy); ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &SpatialMaterial::set_normal_scale); ClassDB::bind_method(D_METHOD("get_normal_scale"), &SpatialMaterial::get_normal_scale); ClassDB::bind_method(D_METHOD("set_rim", "rim"), &SpatialMaterial::set_rim); ClassDB::bind_method(D_METHOD("get_rim"), &SpatialMaterial::get_rim); ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &SpatialMaterial::set_rim_tint); ClassDB::bind_method(D_METHOD("get_rim_tint"), &SpatialMaterial::get_rim_tint); ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &SpatialMaterial::set_clearcoat); ClassDB::bind_method(D_METHOD("get_clearcoat"), &SpatialMaterial::get_clearcoat); ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &SpatialMaterial::set_clearcoat_gloss); ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &SpatialMaterial::get_clearcoat_gloss); ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy); ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy); ClassDB::bind_method(D_METHOD("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale); ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale); ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength); ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength); ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction); ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction); ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &SpatialMaterial::set_line_width); ClassDB::bind_method(D_METHOD("get_line_width"), &SpatialMaterial::get_line_width); ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &SpatialMaterial::set_point_size); ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size); ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &SpatialMaterial::set_detail_uv); ClassDB::bind_method(D_METHOD("get_detail_uv"), &SpatialMaterial::get_detail_uv); ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &SpatialMaterial::set_blend_mode); ClassDB::bind_method(D_METHOD("get_blend_mode"), &SpatialMaterial::get_blend_mode); ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &SpatialMaterial::set_depth_draw_mode); ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &SpatialMaterial::get_depth_draw_mode); ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &SpatialMaterial::set_cull_mode); ClassDB::bind_method(D_METHOD("get_cull_mode"), &SpatialMaterial::get_cull_mode); ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &SpatialMaterial::set_diffuse_mode); ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &SpatialMaterial::get_diffuse_mode); ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode); ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode); ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &SpatialMaterial::set_flag); ClassDB::bind_method(D_METHOD("get_flag"), &SpatialMaterial::get_flag); ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &SpatialMaterial::set_feature); ClassDB::bind_method(D_METHOD("get_feature", "feature"), &SpatialMaterial::get_feature); ClassDB::bind_method(D_METHOD("set_texture", "param:Texture", "texture"), &SpatialMaterial::set_texture); ClassDB::bind_method(D_METHOD("get_texture:Texture", "param:Texture"), &SpatialMaterial::get_texture); ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &SpatialMaterial::set_detail_blend_mode); ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &SpatialMaterial::get_detail_blend_mode); ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &SpatialMaterial::set_uv1_scale); ClassDB::bind_method(D_METHOD("get_uv1_scale"), &SpatialMaterial::get_uv1_scale); ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &SpatialMaterial::set_uv1_offset); ClassDB::bind_method(D_METHOD("get_uv1_offset"), &SpatialMaterial::get_uv1_offset); ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv1_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &SpatialMaterial::get_uv1_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &SpatialMaterial::set_uv2_scale); ClassDB::bind_method(D_METHOD("get_uv2_scale"), &SpatialMaterial::get_uv2_scale); ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &SpatialMaterial::set_uv2_offset); ClassDB::bind_method(D_METHOD("get_uv2_offset"), &SpatialMaterial::get_uv2_offset); ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv2_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &SpatialMaterial::get_uv2_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpatialMaterial::set_billboard_mode); ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpatialMaterial::get_billboard_mode); ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &SpatialMaterial::set_particles_anim_h_frames); ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &SpatialMaterial::get_particles_anim_h_frames); ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames); ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::get_particles_anim_v_frames); ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "frames"), &SpatialMaterial::set_particles_anim_loop); ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop); ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax); ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_deep_parallax_enabled); ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers); ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_deep_parallax_min_layers); ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers); ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers); ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow); ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow); ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &SpatialMaterial::set_grow_enabled); ClassDB::bind_method(D_METHOD("is_grow_enabled"), &SpatialMaterial::is_grow_enabled); ADD_GROUP("Flags", "flags_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_vertex_lighting"), "set_flag", "get_flag", FLAG_USE_VERTEX_LIGHTING); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_on_top"), "set_flag", "get_flag", FLAG_ONTOP); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE); ADD_GROUP("Vertex Color", "vertex_color"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR); ADD_GROUP("Parameters", "params_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Lambert,Lambert Wrap,Oren Nayar,Burley,Toon"), "set_diffuse_mode", "get_diffuse_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params_grow"), "set_grow_enabled", "is_grow_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_grow_amount", PROPERTY_HINT_RANGE, "-16,10,0.01"), "set_grow", "get_grow"); ADD_GROUP("Particles Anim", "particles_anim_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames"); ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop"); ADD_GROUP("Albedo", "albedo_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO); ADD_GROUP("Metallic", "metallic_"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_METALLIC); ADD_GROUP("Roughness", "roughness_"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ROUGHNESS); ADD_GROUP("Emission", "emission_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_emission_energy", "get_emission_energy"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION); ADD_GROUP("NormalMap", "normal_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING); ADD_PROPERTY(PropertyInfo(Variant::REAL, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL); ADD_GROUP("Rim", "rim_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM); ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_RIM); ADD_GROUP("Clearcoat", "clearcoat_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT); ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_CLEARCOAT); ADD_GROUP("Anisotropy", "anisotropy_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY); ADD_PROPERTY(PropertyInfo(Variant::REAL, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_FLOWMAP); ADD_GROUP("Ambient Occlusion", "ao_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2); ADD_GROUP("Depth", "depth_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING); ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers"); ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH); ADD_GROUP("Subsurf Scatter", "subsurf_scatter_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING); ADD_PROPERTY(PropertyInfo(Variant::REAL, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING); ADD_GROUP("Refraction", "refraction_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION); ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_REFRACTION); ADD_GROUP("Detail", "detail_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK); ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_detail_blend_mode", "get_detail_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL); ADD_GROUP("UV1", "uv1_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "set_uv1_scale", "get_uv1_scale"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR); ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness"); ADD_GROUP("UV2", "uv2_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "set_uv2_scale", "get_uv2_scale"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR); ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness"); BIND_CONSTANT(TEXTURE_ALBEDO); BIND_CONSTANT(TEXTURE_METALLIC); BIND_CONSTANT(TEXTURE_ROUGHNESS); BIND_CONSTANT(TEXTURE_EMISSION); BIND_CONSTANT(TEXTURE_NORMAL); BIND_CONSTANT(TEXTURE_RIM); BIND_CONSTANT(TEXTURE_CLEARCOAT); BIND_CONSTANT(TEXTURE_FLOWMAP); BIND_CONSTANT(TEXTURE_AMBIENT_OCCLUSION); BIND_CONSTANT(TEXTURE_DEPTH); BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING); BIND_CONSTANT(TEXTURE_REFRACTION); BIND_CONSTANT(TEXTURE_DETAIL_MASK); BIND_CONSTANT(TEXTURE_DETAIL_ALBEDO); BIND_CONSTANT(TEXTURE_DETAIL_NORMAL); BIND_CONSTANT(TEXTURE_MAX); BIND_CONSTANT(DETAIL_UV_1); BIND_CONSTANT(DETAIL_UV_2); BIND_CONSTANT(FEATURE_TRANSPARENT); BIND_CONSTANT(FEATURE_EMISSION); BIND_CONSTANT(FEATURE_NORMAL_MAPPING); BIND_CONSTANT(FEATURE_RIM); BIND_CONSTANT(FEATURE_CLEARCOAT); BIND_CONSTANT(FEATURE_ANISOTROPY); BIND_CONSTANT(FEATURE_AMBIENT_OCCLUSION); BIND_CONSTANT(FEATURE_DEPTH_MAPPING); BIND_CONSTANT(FEATURE_SUBSURACE_SCATTERING); BIND_CONSTANT(FEATURE_REFRACTION); BIND_CONSTANT(FEATURE_DETAIL); BIND_CONSTANT(FEATURE_MAX); BIND_CONSTANT(BLEND_MODE_MIX); BIND_CONSTANT(BLEND_MODE_ADD); BIND_CONSTANT(BLEND_MODE_SUB); BIND_CONSTANT(BLEND_MODE_MUL); BIND_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY); BIND_CONSTANT(DEPTH_DRAW_ALWAYS); BIND_CONSTANT(DEPTH_DRAW_DISABLED); BIND_CONSTANT(DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); BIND_CONSTANT(CULL_BACK); BIND_CONSTANT(CULL_FRONT); BIND_CONSTANT(CULL_DISABLED); BIND_CONSTANT(FLAG_UNSHADED); BIND_CONSTANT(FLAG_USE_VERTEX_LIGHTING); BIND_CONSTANT(FLAG_ONTOP); BIND_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR); BIND_CONSTANT(FLAG_SRGB_VERTEX_COLOR) BIND_CONSTANT(FLAG_USE_POINT_SIZE) BIND_CONSTANT(FLAG_FIXED_SIZE) BIND_CONSTANT(FLAG_MAX); BIND_CONSTANT(DIFFUSE_LAMBERT); BIND_CONSTANT(DIFFUSE_HALF_LAMBERT); BIND_CONSTANT(DIFFUSE_OREN_NAYAR); BIND_CONSTANT(DIFFUSE_BURLEY); BIND_CONSTANT(DIFFUSE_TOON); BIND_CONSTANT(SPECULAR_SCHLICK_GGX); BIND_CONSTANT(SPECULAR_BLINN); BIND_CONSTANT(SPECULAR_PHONG); BIND_CONSTANT(SPECULAR_TOON); BIND_CONSTANT(SPECULAR_DISABLED); BIND_CONSTANT(BILLBOARD_DISABLED); BIND_CONSTANT(BILLBOARD_ENABLED); BIND_CONSTANT(BILLBOARD_FIXED_Y); BIND_CONSTANT(BILLBOARD_PARTICLES); } SpatialMaterial::SpatialMaterial() : element(this) { //initialize to right values set_albedo(Color(0.7, 0.7, 0.7, 1.0)); set_specular(0.5); set_roughness(0.0); set_metallic(0.1); set_emission(Color(0, 0, 0)); set_emission_energy(1.0); set_normal_scale(1); set_rim(1.0); set_rim_tint(0.5); set_clearcoat(1); set_clearcoat_gloss(0.5); set_anisotropy(0); set_depth_scale(0.05); set_subsurface_scattering_strength(0); set_refraction(0.05); set_line_width(1); set_point_size(1); set_uv1_offset(Vector3(0, 0, 0)); set_uv1_scale(Vector3(1, 1, 1)); set_uv1_triplanar_blend_sharpness(1); set_uv2_offset(Vector3(0, 0, 0)); set_uv2_scale(Vector3(1, 1, 1)); set_uv2_triplanar_blend_sharpness(1); set_billboard_mode(BILLBOARD_DISABLED); set_particles_anim_h_frames(1); set_particles_anim_v_frames(1); set_particles_anim_loop(false); grow_enabled = false; set_grow(0.0); deep_parallax = false; set_depth_deep_parallax_min_layers(8); set_depth_deep_parallax_max_layers(32); detail_uv = DETAIL_UV_1; blend_mode = BLEND_MODE_MIX; detail_blend_mode = BLEND_MODE_MIX; depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY; cull_mode = CULL_BACK; for (int i = 0; i < FLAG_MAX; i++) { flags[i] = 0; } diffuse_mode = DIFFUSE_LAMBERT; specular_mode = SPECULAR_SCHLICK_GGX; for (int i = 0; i < FEATURE_MAX; i++) { features[i] = false; } current_key.key = 0; current_key.invalid_key = 1; _queue_shader_change(); } SpatialMaterial::~SpatialMaterial() { if (material_mutex) material_mutex->lock(); if (shader_map.has(current_key)) { shader_map[current_key].users--; if (shader_map[current_key].users == 0) { //deallocate shader, as it's no longer in use VS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } VS::get_singleton()->material_set_shader(_get_material(), RID()); } if (material_mutex) material_mutex->unlock(); }